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Slith Random Enemy Plug In Problem
Posted: Wed Dec 21, 2011 11:04 am
by jjmcnick
Using Editor I have created a game which idicates that both sides have 64 units each. These are clearly shown on the Editor map as "fixed" units. However, when I try to play the game on the Campaign Map there are only around 45 (human player ) units on the map, and presumably a similar number of AI units (?)
Q1
Can you explain this anomaly and how I can correct it so that 64 each are also on the Campaign map.
I tried to see if entering different values on the Slith Random Enemy Plug In would make any difference, although I am not sure how these values interact with Fixed units. I therfore gave each AI team a points value of 2000 each, but this made no difference.
Equally I then disabled this so that presumably the points values were nil. This made no difference either.
Q2
How does the Slith Random Enemy Plug In interact (if at all) with Fixed units.
Q3
Is 64 units the maximum that can be deployed or can you put 64 fixed on the map and then "buy" extra non-fixed units in some way?
Posted: Wed Dec 21, 2011 4:04 pm
by pipfromslitherine
Were any of the units loaded up with other units, as this would show in the unit total, but wouldn't show up in a hand count on the map?
The random enemy plugin will only affect non-fixed units. It ignores fixed units in its processing.
64 units is the maximum number of units which can be in a side. Note this also includes dead units. I am planning to allow scripts to 'recycle' dead units, to make things like survival missions easier to build.
Cheers
Pip
Posted: Wed Dec 21, 2011 5:37 pm
by jjmcnick
No units were loaded and all could be individually counted on Editor map. Furthermore the force total was shown as 64/64.
On the Campaign map several units were missing and the individual count was 45 on the visible human side. Also prior to initiating, on the screen the "Force Selection" totalled 45 also.
Have spent several hours putting together a very detailed and elaborate map and am exasperated by this glitch.
As well as explaining what is the solution to this, can you also please tell me how my original map can be used with the full array of units as built and planned for, so that I don't have to start all over again.
Thank you.
Posted: Wed Dec 21, 2011 5:41 pm
by pipfromslitherine
One thing - is it possible that there are too many units to fit on the force selection screen? That is - too many different types on your side to all show up.
I'm not sure what would happen to any units which couldn't fit, but it is possible they would not be deployed.
Cheers
Pip
Posted: Wed Dec 21, 2011 5:45 pm
by pipfromslitherine
I just made a quick test, and it does seem that this is the case. So you will need to reduce down the number of different unit types on the player side.
If you still want all the units you have currently, you can add some additional units in the mission script, as these are not affected by the unit selection deployment.
Cheers
Pip
Posted: Wed Dec 21, 2011 6:03 pm
by jjmcnick
Your solution is very hit and miss. How can you expect your customers to have to this every single game! Please therefore give the number of different unit types allowed to be able to field 64 units.
Does "player side" mean human player? What about selected units picked for the AI side? Do they require reduced unit types as well?
I do not have the know how to "add additional script" as you put it. I would have thought that this should have been attended to either at outset or by yourselves when this major problem arose.
Posted: Wed Dec 21, 2011 6:26 pm
by pipfromslitherine
There are 18 slots on the unit selection screen. The limitation only applies to side 0 (the human player) in single player games.
Cheers
Pip